private void OnCardDefLoaded(string cardID, CardDef cardDef, object userData)
    {
        RDMDeckEntry      entry        = (RDMDeckEntry)userData;
        ActorLoadCallback callbackData = new ActorLoadCallback {
            choice  = entry,
            cardDef = cardDef
        };

        AssetLoader.Get().LoadActor(ActorNames.GetHandActor(entry.EntityDef, entry.Flair.Premium), new AssetLoader.GameObjectCallback(this.OnActorLoaded), callbackData, false);
    }
 private void OnActorLoaded(string name, GameObject go, object callbackData)
 {
     if (go == null)
     {
         UnityEngine.Debug.LogWarning(string.Format("DeckHelper.OnActorLoaded() - FAILED to load actor \"{0}\"", name));
     }
     else
     {
         Actor component = go.GetComponent <Actor>();
         if (component == null)
         {
             UnityEngine.Debug.LogWarning(string.Format("DeckHelper.OnActorLoaded() - ERROR actor \"{0}\" has no Actor component", name));
         }
         else
         {
             component.transform.parent = base.transform;
             SceneUtils.SetLayer(component, base.gameObject.layer);
             ActorLoadCallback callback  = (ActorLoadCallback)callbackData;
             RDMDeckEntry      choice    = callback.choice;
             EntityDef         entityDef = choice.EntityDef;
             CardDef           cardDef   = callback.cardDef;
             CardFlair         cardFlair = choice.Flair;
             component.SetEntityDef(entityDef);
             component.SetCardDef(cardDef);
             component.SetCardFlair(cardFlair);
             component.UpdateAllComponents();
             component.gameObject.name = cardDef.name + "_actor";
             component.GetCollider().gameObject.AddComponent <DeckHelperVisual>().SetActor(component);
             this.m_actors.Add(component);
             if (this.HaveActorsForAllChoices())
             {
                 this.PositionAndShowChoices();
             }
             else
             {
                 component.Hide();
             }
         }
     }
 }